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katanamaru

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Everything posted by katanamaru

  1. Yeah I figured it would be a major undertaking. I was wondering if coders would think it was worth that time and effort to get a system up and working in order to not have every weapon modeller, force effect, and animator breathing down their neck to get our stuff in game. Think of all the good mods that have come from being able to make .npc and .sab file manipulations. I think it is a very worthy undertaking, but it is ultimately up to the people who will have to do the coding work. Another pro! If this was done it would help with compatibility! I wouldn't have to worry if CoderA put one of my styles in game and CoderB put another in and as a result of two different methods they became uncompatible. I imagine this would also help with performance. If the game ran multiple new styles from the same structure that would be more efficient than running different code branches, right?
  2. Yeah I like the fields to be optional. That way if a person doesn't know exactly what to chance in the .sty file they can let it balance out with a default style. The easier it is to read and manipulate will allow for more people to use it. That's the real beauty of the .sab files to me. Most everything in there is easy to understand and written clearly. Some definitions need a little expanding, but that's in the acceptable realm. The code you posted for the gun is nice and I would gladly take it if that was the only way people wanted to make it. But if it could be "cleaned" up it would let lots of other people use it seamlessly. Think of all the gun models on jk3files that could be given their own space! If this idea is taken up I'll help with coming up with more fields for the styles. Those were some of the ones I could come up with off the top of my head. Ah heck, I'll just go back and add them to the original post.
  3. How difficult would it be to implement new features in a way similar to the .sab files? Things like '.gun' for guns, '.sty' for saber styles, and '.for' for force abilities? The reason I'm asking is that people are going to start making things like those 3 I listed and then go about bugging coders to implement them into JA. If these type of file extensions could be made that would cut down on the request that people (like me) that are going to need help from coders. .sty files .gun files .for files
  4. Nah. If you want to just start with something you like. We all started at the same point. Some people say texture and recolors are good starting places. I haven't done them because I have the artistic talent of a blind, dead fish. I have a strong sense of kinesology so animations were the best fit for me. Just find something you've wanted to change and give it a shot. The modding assistance forum has plenty of people from each area to help you out.
  5. It should be: 3. _humanoid_sith.gla , animation.cfg and animevents.cfg 4 and 5. models/players/_humanoid_sith/_humanoid_sith in both the .gla and .glm Here are tutorials I wrote on it: http://forums.filefront.com/sw-jk3-modding-mapping-editing/432075-animating-dragon.html post 8
  6. I have a key bound to my favorite commands. This way whenever I start a map all I do is push the - key and everything is good to go.
  7. JA. The addition of a staff saber in sp sealed the deal. The 'playermodel' and 'saber' commands just made it that much better! Custom characters and more saber fights!
  8. I was talking about the animation and not the effects. I don't have any efx file/mod to test my animations with. Since there is only 1 push animation I made it the one-handed version so it works with the saber out. If a two-handed push is coded I'll gladly make it. It could be up to others to make the effects though. I'll help where I can though. I'll be making a post once I get MT up with the questions I have. I may be able to figure some stuff out on my own, but I figure if I start asking questions, even if they are easy, then we'll have a thread that other potential animators can read up on. I want other animators to show up so that large projects and be taken up by more people. I felt a little bad for Hirman when he was the only animator for JKG...
  9. Is that possible with Mod Tool 7.5? That's very cool! I've downloaded it along with Mini's rig, but I didn't get to try it out yet. So far I'm using Dragon until I get MT set up. Normally I preform the movements infront of a mirror a few times to see what looks good while being realistic. I have really good feel for kinesiology so I understand the angles at which my joints need to bend and be placed.
  10. Well my backhand styles mod had new push and lightning animations. Mainly to correct where the left hand saber was pointed. What did you have in mind?
  11. @@Mandalorian: You have a cover animation that moves the character to the side replacing the crouch animation? @@eezstreet: You are correct. I never use the lean function, but Mandalorian gave me the idea so I decided to try it. I never used lean in FPS because it is easy to step out and back into cover.
  12. Right now 'lean right' is 'take cover on the right.' Like in the picture. I'm thinking what if 'lean right' was take cover to the left. That way if the player starts shooting they will strafe out the correct direction to hit their target.
  13. Here is my roughdraft of the dodge: Standing in place Now to take cover It is buggy so don't worry about that (like the gun position.) I'm going to go ahead and work on this. I'll make the player move about two more body lengths to the side, or more if people want. It isn't perfect for cover because of the way JA handles the dodge. Mechanically you MUST stand still. Then you can hold 'use' and A and D to cover. If you shoot while in cover the character will start strafing in the direction you are holding. So you MUST let go of the A or D, make your shots, and then go back into cover. There is only one dodge animation so pistols and rifles will all be held the same way. I've got a more neutral cover stance planned now. Interesting idea popped in my head right now! What if instead of D being cover right it is cover left? That seems backward, but if you press shoot you will move out of cover firing. And A would be cover right. Ponder this. I'll do it either way.
  14. Great work guys! All your efforts into this are super-ultra appreciated!
  15. Deadly sight and destruction were fun. Maybe not cannon, but fun.
  16. Any other HEMA, ARMA, or WMA practitioners here?

    1. eezstreet
    2. katanamaru

      katanamaru

      People who practice European martial arts. If there are maybe we can discuss a fighting style.

    3. CaptainChar

      CaptainChar

      oh when you mentioned ARMA I was thinking of the game and WMA is a media format >.>;

  17. Sorry Eezstreet. I worded my post wrong. I was wondering if someone could show me in OJK where saber transitions were, because I plan to use OJK as it becomes available, but don't intend for my request to be implemented into OJK. For the seperating of the movement and stances I was wondering if that would be possible to do in OJK after it was finished, but not as a direct feature necessarily. If I'm still off topic I'm sorry.
  18. Could someone direct me to the place where the way saber transitions are connected to animations please? I want to see about changing saber spin transitions into saber arc transitions. Not for OJK, but for future mods I'll be working on. Also, what would it take to seperate animations like runs, walks, and stances from existing animations? EX: sabes all use BOTH_run2 and BOTH_runback into BOTH_run_medium BOTH_runback_medium
  19. I HAVE BEEN SUMMONED! Mini's got the main point. In order for the communitty to grow we need people to take the time to learn some part of modding. I only learned to animate because no one made a JK inspired run animation. If someone like Hirman had made one I may never have tried. I also don't mind helping when I can. Heck the whole backhand animations were a communitty request I took up. Plus other request people had. The main thing I hope to accomplish when I take up a request is to let the person see how easy it was to do. That way the next time they need a stance or whatnot they may try themselves.
  20. Yeah I've tried the Upper vs. Both way before. If it worked it'd be badass. I tried it with saber transitions to try and get rid the spinning transitions (which are the BANE of my animating existance!)
  21. These were some of the first animations I made and it shows Yours are a lot better. I was using my military training as a base. The chief that showed us told us to keep our shoulders level and chest forward. He is also holding the gun about chest height so that it looks like the 1st person view. At the time I didn't know how to fix the 'leg up' animations (actually I didn't know about them at all) so I had to keep his lower body the same as the default stance. I'll go back and check out the different stands again since I don't remember all their details. A stance like that is badass and could be made to fit with the rifles too, but I'd have to make a similar both_stand1 stance.
  22. Found my rifle reload! Only worked on the rifle, so no pistol. Some other gun animations I did: Running with the gun in 1st person via a mod. Running with the rifle: Comparing my gun animations to JA 1st person models: JA default Mine shooting Pistols JA Mine
  23. When I finish a style it is free for anybody to use. I'd like some credit or to be contacted just as a fyi, but that is not mandatory. The only thing I don't want is someone to take a complete style and change one thing, like the stance, and call the whole thing their own. I'm thinking of a few of these, or at least making it possible to add guns to Tavion and Desann style. So my style would be a 'yellow' style.
  24. The gun is imported just like a saber is. I copied the model and texture path the same way a saber is done. The box that has all the bones listed? It's always there when I open Dragon. I have to expand it every time though.
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